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| 1 /* | |
| 2 * Copyright 2013 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #ifndef GrGLEffectArray_DEFINED | |
| 9 #define GrGLEffectArray_DEFINED | |
| 10 | |
| 11 #include "GrBackendEffectFactory.h" | |
| 12 #include "GrTexture.h" | |
| 13 #include "GrTextureAccess.h" | |
| 14 #include "GrGLUniformManager.h" | |
| 15 | |
| 16 class GrEffectStage; | |
| 17 class GrGLEffectArrayBuilder; | |
| 18 class GrGLShaderBuilder; | |
| 19 | |
| 20 /** | |
| 21 * This class encapsulates an array of GrGLEffects and their supporting data (co ord transforms | |
| 22 * and textures). It is built with GrGLEffectArrayBuilder, then used to manage t he necessary GL | |
| 23 * state and shader uniforms. | |
| 24 */ | |
| 25 class GrGLEffectArray { | |
|
bsalomon
2013/10/02 20:17:06
I feel like the name should indicate that this is
Chris Dalton
2013/10/02 21:25:43
Done.
| |
| 26 public: | |
| 27 typedef GrBackendEffectFactory::EffectKey EffectKey; | |
| 28 typedef GrGLUniformManager::UniformHandle UniformHandle; | |
| 29 | |
| 30 /** | |
| 31 * These methods generate different portions of an effect's final key. | |
| 32 */ | |
| 33 static EffectKey GenAttribKey(const GrDrawEffect&); | |
| 34 static EffectKey GenTransformKey(const GrDrawEffect&); | |
| 35 static EffectKey GenTextureKey(const GrDrawEffect&, const GrGLCaps&); | |
| 36 | |
| 37 ~GrGLEffectArray() { fGLEffects.deleteAll(); } | |
| 38 | |
| 39 /** | |
| 40 * Assigns a texture unit to each sampler. It starts on *texUnitIdx and writ es the next | |
| 41 * available unit to *texUnitIdx when it returns. | |
| 42 */ | |
| 43 void initSamplers(const GrGLUniformManager&, int* texUnitIdx); | |
| 44 | |
| 45 /** | |
| 46 * Calls setData() on each effect, and sets their transformation matrices an d texture bindings. | |
| 47 */ | |
| 48 void setData(GrGpuGL*, | |
| 49 const GrGLUniformManager&, | |
| 50 const GrEffectStage* effectStages[]); | |
| 51 | |
| 52 /** | |
| 53 * Passed to GrGLEffects so they can add transformed coordinates to their sh ader code. | |
| 54 */ | |
| 55 class TransformedCoords { | |
| 56 public: | |
| 57 TransformedCoords(const char* name, GrSLType type, const char* vsName) | |
| 58 : fName(name), fType(type), fVSName(vsName) { | |
| 59 } | |
| 60 | |
| 61 const char* c_str() const { return fName.c_str(); } | |
| 62 GrSLType type() const { return fType; } | |
| 63 const SkString& getName() const { return fName; } | |
| 64 // TODO: Remove the VS name when we have vertexless shaders, and gradien ts are reworked. | |
| 65 const SkString& getVSName() const { return fVSName; } | |
| 66 | |
| 67 private: | |
| 68 SkString fName; | |
| 69 GrSLType fType; | |
| 70 SkString fVSName; | |
| 71 }; | |
| 72 | |
| 73 typedef SkTArray<TransformedCoords> TransformedCoordsArray; | |
| 74 | |
| 75 /** | |
| 76 * Passed to GrGLEffects so they can add texture reads to their shader code. | |
| 77 */ | |
| 78 class TextureSampler { | |
| 79 public: | |
| 80 TextureSampler(UniformHandle uniform, const GrTextureAccess& access) | |
| 81 : fSamplerUniform(uniform) | |
| 82 , fConfigComponentMask(GrPixelConfigComponentMask(access.getTexture( )->config())) { | |
| 83 SkASSERT(0 != fConfigComponentMask); | |
| 84 memcpy(fSwizzle, access.getSwizzle(), 5); | |
| 85 } | |
| 86 | |
| 87 UniformHandle samplerUniform() const { return fSamplerUniform; } | |
| 88 // bitfield of GrColorComponentFlags present in the texture's config. | |
| 89 uint32_t configComponentMask() const { return fConfigComponentMask; } | |
| 90 const char* swizzle() const { return fSwizzle; } | |
| 91 | |
| 92 private: | |
| 93 UniformHandle fSamplerUniform; | |
| 94 uint32_t fConfigComponentMask; | |
| 95 char fSwizzle[5]; | |
| 96 }; | |
| 97 | |
| 98 typedef SkTArray<TextureSampler> TextureSamplerArray; | |
| 99 | |
| 100 private: | |
| 101 friend class GrGLEffectArrayBuilder; | |
| 102 | |
| 103 GrGLEffectArray(int reserveCount, bool explicitLocalCoords) | |
| 104 : fTransforms(reserveCount) | |
| 105 , fSamplers(reserveCount) | |
| 106 , fHasExplicitLocalCoords(explicitLocalCoords) { | |
| 107 } | |
| 108 | |
| 109 /** | |
| 110 * Helper for setData(). Sets all the transform matrices for an effect. | |
| 111 */ | |
| 112 void setTransformData(const GrGLUniformManager&, const GrDrawEffect&, int ef fectIdx); | |
| 113 | |
| 114 /** | |
| 115 * Helper for setData(). Binds all the textures for an effect. | |
| 116 */ | |
| 117 void bindTextures(GrGpuGL*, const GrEffectRef&, int effectIdx); | |
| 118 | |
| 119 struct Transform { | |
| 120 Transform() { fCurrentValue = SkMatrix::InvalidMatrix(); } | |
| 121 UniformHandle fHandle; | |
| 122 GrSLType fType; | |
| 123 SkMatrix fCurrentValue; | |
| 124 }; | |
| 125 | |
| 126 struct Sampler { | |
| 127 SkDEBUGCODE(Sampler() : fTextureUnit(-1) {}) | |
| 128 UniformHandle fUniform; | |
| 129 int fTextureUnit; | |
| 130 }; | |
| 131 | |
| 132 SkTDArray<GrGLEffect*> fGLEffects; | |
| 133 SkTArray<SkSTArray<2, Transform, true> > fTransforms; | |
| 134 SkTArray<SkSTArray<4, Sampler, true> > fSamplers; | |
| 135 bool fHasExplicitLocalCoords; | |
| 136 }; | |
| 137 | |
| 138 //////////////////////////////////////////////////////////////////////////////// | |
| 139 | |
| 140 /** | |
| 141 * This class is used to construct a GrGLEffectArray. | |
| 142 */ | |
| 143 class GrGLEffectArrayBuilder { | |
| 144 public: | |
| 145 GrGLEffectArrayBuilder(GrGLShaderBuilder* builder, int reserveCount); | |
| 146 | |
| 147 /** | |
| 148 * Emits the effect's shader code, and stores the necessary uniforms interna lly. | |
| 149 */ | |
| 150 void emitEffect(const GrEffectStage&, | |
| 151 GrGLEffectArray::EffectKey, | |
| 152 const char* outColor, | |
| 153 const char* inColor, | |
| 154 int stageIndex); | |
| 155 | |
| 156 /** | |
| 157 * Finalizes the building process and returns the effect array. After this c all, the builder | |
| 158 * becomes invalid. | |
| 159 */ | |
| 160 GrGLEffectArray* finish() { return fEffectArray.detach(); } | |
| 161 | |
| 162 private: | |
| 163 /** | |
| 164 * Helper for emitEffect(). Emits any attributes an effect might have. | |
| 165 */ | |
| 166 void emitAttributes(const GrEffectStage&); | |
| 167 | |
| 168 /** | |
| 169 * Helper for emitEffect(). Emits code to implement an effect's coord transf orms in the VS. | |
| 170 * Varyings are added as an outputs of the VS and inputs to the FS. The vary ings may be either a | |
| 171 * vec2f or vec3f depending upon whether perspective interpolation is requir ed or not. The names | |
| 172 * of the varyings in the VS and FS as well their types are appended to the | |
| 173 * TransformedCoordsArray* object, which is in turn passed to the effect's e mitCode() function. | |
| 174 */ | |
| 175 void emitTransforms(const GrEffectRef&, | |
| 176 GrGLEffectArray::EffectKey, | |
| 177 GrGLEffectArray::TransformedCoordsArray*); | |
| 178 | |
| 179 /** | |
| 180 * Helper for emitEffect(). Emits uniforms for an effect's texture accesses. The uniform info | |
| 181 * as well as texture access parameters are appended to the TextureSamplerAr ray* object, which | |
| 182 * is in turn passed to the effect's emitCode() function. | |
| 183 */ | |
| 184 void emitSamplers(const GrEffectRef&, | |
| 185 GrGLEffectArray::TextureSamplerArray*); | |
| 186 | |
| 187 GrGLShaderBuilder* fBuilder; | |
| 188 SkAutoTDelete<GrGLEffectArray> fEffectArray; | |
| 189 }; | |
| 190 | |
| 191 #endif | |
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